Difference between revisions of "Skill and Mechanic Changes"
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* {{Skill Icon|Meditatio}} '''Meditatio''' also boosts '''Sanctuary'''. | * {{Skill Icon|Meditatio}} '''Meditatio''' also boosts '''Sanctuary'''. | ||
* {{Skill Icon|Basilica}} '''Basilica''' can be used with units inside of it, pushes enemies out and its cast time is greatly reduced. Triples the HP and SP regeneration of affected targets.<br> Canceling the effect triggers a short Cooldown instead of After-cast Delay. | * {{Skill Icon|Basilica}} '''Basilica''' can be used with units inside of it, pushes enemies out and its cast time is greatly reduced. Triples the HP and SP regeneration of affected targets.<br> Canceling the effect triggers a short Cooldown instead of After-cast Delay. | ||
− | * {{Skill Icon| | + | * {{Skill Icon|Frepta-Armaiti}} '''Mana Recharge''' no longer requires '''Demon Bane'''. It was renamed to '''Frepta Armaiti''' and besides its original effect, it also enables the use of an active skill which consumes a<br> percentage of your own SP to deal miscellaneous damage in an area around, burn SP of enemies and recover it to allies. |
* {{Skill Icon|Coluseo Heal}} '''Coluceo Heal''' uses level 10 '''Heal's''' value regardless of the learned level. | * {{Skill Icon|Coluseo Heal}} '''Coluceo Heal''' uses level 10 '''Heal's''' value regardless of the learned level. | ||
* {{Skill Icon|Praefatio}} '''Praefatio''' has the same Cooldown at all levels. Duration increases with level. | * {{Skill Icon|Praefatio}} '''Praefatio''' has the same Cooldown at all levels. Duration increases with level. | ||
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* {{Skill Icon|}} '''Sphere Mine''' spawned bombs scale their HP and Level with caster's Base Level. The explosion begins if any enemy is within 5 cells or when attacked by the master.<br>Only the master can trigger the explosion, dealing 1 damage per hit, and allies cannot attack them at all, while enemies, including monsters, are able to. | * {{Skill Icon|}} '''Sphere Mine''' spawned bombs scale their HP and Level with caster's Base Level. The explosion begins if any enemy is within 5 cells or when attacked by the master.<br>Only the master can trigger the explosion, dealing 1 damage per hit, and allies cannot attack them at all, while enemies, including monsters, are able to. | ||
* {{Skill Icon|Acid Terror}} '''Acid Terror''' consumes '''Diluted Acid Bottle''', has higher armor breaking success chance and does fully mixed damage.<br> The damage scales with Base Level past 100. | * {{Skill Icon|Acid Terror}} '''Acid Terror''' consumes '''Diluted Acid Bottle''', has higher armor breaking success chance and does fully mixed damage.<br> The damage scales with Base Level past 100. | ||
− | * {{Skill Icon| | + | * {{Skill Icon|Acid Demonstration}} '''Flame Demonstration''' consumes '''Concentrated Bottle Grenade''' and does fully mixed damage.<br> The damage scales with Base Level past 100. |
− | * {{Skill Icon|Chemical Protection | + | * {{Skill Icon|Chemical Protection Weapon}} '''Chemical Protection: Weapon/Armor/Shield/Helm''' consume '''Small Glistening Coat'''. |
* {{Skill Icon|Condensed Potion Pitcher}} '''Condensed Potion Pitcher''' benefits from Healing done +% effects. Its Fixed Cast Time was removed and Variable increased. Has a short Cooldown. | * {{Skill Icon|Condensed Potion Pitcher}} '''Condensed Potion Pitcher''' benefits from Healing done +% effects. Its Fixed Cast Time was removed and Variable increased. Has a short Cooldown. | ||
− | * {{Skill Icon|Cart Boost}} '''Cart Boost''' increases Movement Speed up to 50%. | + | * {{Skill Icon|Cart Boost (Geneticist)}} '''Cart Boost''' increases Movement Speed up to 50%. |
* {{Skill Icon|Cart Cannon}} '''Cart Cannon''' had its official element stacking bug (Holy Cannon Ball plus '''Aspersio''' or Dark Cannon Ball plus Cursed Water) fixed.<br> Doesn't ignore DEF, the damage is slightly boosted and the Cast Time is reduced across all levels. | * {{Skill Icon|Cart Cannon}} '''Cart Cannon''' had its official element stacking bug (Holy Cannon Ball plus '''Aspersio''' or Dark Cannon Ball plus Cursed Water) fixed.<br> Doesn't ignore DEF, the damage is slightly boosted and the Cast Time is reduced across all levels. | ||
* {{Skill Icon|Cart Tornado}} '''Cart Tornado''' had its base damage formula greatly increased. | * {{Skill Icon|Cart Tornado}} '''Cart Tornado''' had its base damage formula greatly increased. | ||
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* {{Skill Icon|Sling Item}} '''Sling Item''' was revamped as following: | * {{Skill Icon|Sling Item}} '''Sling Item''' was revamped as following: | ||
** All '''Fruit Bombs''' had their damage formulas boosted and effects improved and '''Detonator''' isn't required for their crafting. | ** All '''Fruit Bombs''' had their damage formulas boosted and effects improved and '''Detonator''' isn't required for their crafting. | ||
− | ** { | + | ** {'''Banana Bomb''' always forces sitting but you're able to stand up right away. |
** All '''Throwing Potions''', '''Throwing Foods''' and '''Strange Items''' have an increased duration compared to the base items and their HP/SP recovery effects are also boosted. | ** All '''Throwing Potions''', '''Throwing Foods''' and '''Strange Items''' have an increased duration compared to the base items and their HP/SP recovery effects are also boosted. | ||
− | ** | + | ** '''Apple Bomb''', '''Coconut Bomb''' and '''Pineapple Bomb''' require '''White Powder''', '''Yellow Powder''' and '''Black Powder''' instead of '''Gun Powder''' for their creation. |
− | ** | + | ** '''Fruit Bombs''', '''Throwing Potions''', '''Throwing Foods''' and '''Strange Items''' have their full damage formulas and other effects listed in the item's descriptions. |
** Slinging an item makes the Genetic shout the name of the said item instead of skill's name, and there are different visual effects for all kinds of '''Throwing Items'''. | ** Slinging an item makes the Genetic shout the name of the said item instead of skill's name, and there are different visual effects for all kinds of '''Throwing Items'''. | ||
− | * {{Skill Icon|}} '''Demonic Fire''' ticks every second, consumes '''Concentrated Bottle Grenade''' and deals increased damage which scales with INT, Base and Job Levels.<br> Is recastable, with new instance replacing the previous. Area is increased to 7x7 cells. | + | * {{Skill Icon|Demonic Fire}} '''Demonic Fire''' ticks every second, consumes '''Concentrated Bottle Grenade''' and deals increased damage which scales with INT, Base and Job Levels.<br> Is recastable, with new instance replacing the previous. Area is increased to 7x7 cells. |
* {{Skill Icon|Fire Expansion}} '''Fire Expansion''' only consumes its item catalyst upon a succesful cast on top of '''Demonic Fire''', the new unit is placed right on top of '''Demonic Fire'''. | * {{Skill Icon|Fire Expansion}} '''Fire Expansion''' only consumes its item catalyst upon a succesful cast on top of '''Demonic Fire''', the new unit is placed right on top of '''Demonic Fire'''. | ||
* {{Skill Icon|Fire Expansion}} '''Fire Expansion''' (Lv.1) deals increased damage, the duration of '''Demonic Fire''' is extended by 10s but cannot exceed 28s. | * {{Skill Icon|Fire Expansion}} '''Fire Expansion''' (Lv.1) deals increased damage, the duration of '''Demonic Fire''' is extended by 10s but cannot exceed 28s. |
Revision as of 05:34, 20 January 2024
Some skills, status effects and mechanics have been changed here on LeikaRO. All buffs, nerfs, and changes will be listed underneath. Fixes will not be listed.
Do note that the changes below are in relation to the original state of the things circa 2014.
If a skill follows its in-game description, then it can be assumed to be working as intended. Inquire and give your suggestions about changes on the forum and Discord.
Contents
General
- Most of skill animations were reworked to look nice and not clog the client with visuals and sounds, area skills don't replicate their animation/sound for every target hit,
white "bash" effect is removed for skills where it doesn't belong, skills missing weapon motion had it added. Skills that had no animation, now have one. - Skills which missed a motion animation when their cast becomes instant, have one.
- Multiple status effects that had no trigger visual effects, now have one. Those include: Bleeding, Fear, Deep Sleep and Crystallization.
- Variable Cast Times of most first and second job skills were drastically reduced and Fixed Cast Time portions either removed entirely or greatly reduced to represent their usage pre-Renewal.
Some of the skills affected by this are Arrow Vulcan, Sharp Shooting, Magnus Exorcismus and all Wizard AoEs.
This does not include signature powerhouse skills like Acid Demonstration or Asura Strike and most support skills. - Healing abilities that account MATK, heal for a fixed amount, without a variation.
- Renewal's Base Level damage scaling applies at the end of the formula, after all other possible modifiers, this means that some skills that didn't feel good before, now scale better.
- ASPD formula was tweaked to resemble that of iRO but with buffs having a stronger effect. In practice this means that higher ASPD values are considerably easier to achieve if you invest into it.
- Double Attack effect is no longer capped at 50%, it is possible to go over that number through various gear bonuses and Kagemusha.
Abilities like Chain Action, Eternal Chain, Fear Breeze and Triple Attack are also boosted by such effects.
Various new equipment pieces and cards exist that boost both the chance and the damage of such mechanics. - Skills that affect the whole party, no longer make anyone except the caster perform their casting motion, shouting the skill's name. They instead simply show the visual animation and play the sound.
This results in smoother party gameplay without constant position lagging. Their animations aren't shown on concealed targets.
Those skills are: Angelus, Gloria, Magnificat, Clementia, Canto Candidus, Praefatio, Coluceo Heal, Lauda Agnus, Lauda Ramus, Adrenaline Rush, Full Adrenaline Rush, Weapon Perfection, Over Thrust and Wind Walk. - Vulture's Eye and Snake's Eye had their range increasing bonues normalized to match our vision and attack range settings, those skills now grant up to 5 cells increased range at level 10.
Bows and guns have a base range of 9 cells instead of 5. - Plant monsters receive 1 damage from skills, statuses or reflect effects in all cases. Multihit effects like Double Attack and Fear Breeze as well as dual wielding, still apply separate hits.
- Third Baby Jobs have a stat cap of 120 instead of 117.
- Autocasted skills do not consume item catalysts, if they have any. The general chance to autocast has been increased for almost all items with such bonuses.
- Barrier effects such as Kyrie Eleison, Stonehard Skin and Platinum Alter are not removed by damage types that they don't block.
Meaning that for example magical damage doesn't count towards Kyrie Eleison's damage limit. - Monsters summoned by Bio Cannibalize, Sphere Mine, Summon Legion and FAWs, log their kills as master's own for the purpose of quest progress, loot right and MVP rights.
Their attacks do not activate master's autocast effects. - Monsters summoned by Bio Cannibalize, Sphere Mine and FAWs cannot be stacked on top of each other.
- Venom Splasher, Spore Explosion and Howling Mine detonate if the target dies while under their effect.
- Daggers, Knuckles and Books deal 75% damage to large targets.
- Whips deal 75% damage to large targets, just like Instruments.
- Two-Handed Spears passively grant +25% Hard DEF.
- Two-Handed Staves passively grant +50% Hard MDEF.
- Two-Handed Axes have a x1.6 Critical Damage Multiplier instead of x1.4.
- Two-Handed Swords and Axes have an attack range of 2 cells.
- Daggers had their unused attack sound enabled.
Arch Bishop
Extended Super Novice
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Genetic
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Guillotine Cross
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Kagerou & Oboro
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Mechanic
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Minstrel & Wanderer
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Ranger
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Rebel
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Royal Guard
Changes | |
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Rune Knight
Changes | |
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Shadow Chaser
Changes | |
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Sorcerer
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Soul Linker
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Sura
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Warlock
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Game Mechanics
General Skill Mechanics
- Skills trigged by autocast effects, can not trigger other autocast skills.
- Area skills that went through walls (both officially and not), no longer do that, with the exception of Wanderer/Minstrel songs.
- All knockback effects move the target straight away from the attacker and not to the West like it happens to some skills under official behavior.
- For a consistent behavior, the only skills that hit through Hiding are either naturally of Earth property or those that do so on purpose, as specified in the description.
- Skills that make one charge the target, such as Flying Side Kick, Charge Attack, Pinpoint Attack, Dark Illusion, Knuckle Arrow, Shadow Slash, Jyumonjikiri, Stahl Horn and Tinder Breaker,
move next to the target instead of on top of it and also check for walkable path in GvG. - Skills that can critically hit, display the critical animation upon doing so.
- All effects that break equipment, signal it with the /omg emotion.
Overweight HP and SP Regeneration
- There are three Overweight stages, in all cases, what's decreased is the amount, the intervals between ticks are unchanged.
- 50%: the amount regenerated is reduced by 50%.
- 70%: the amount regenerated is reduced by 75%.
- 90%: regeneration is disabled.
- Those changes affect regeneration from passive skills: Increase Spiritual Power, Increase Recuperative Power, Ninpou Training, Spiritual Recovery, Voice Lessons and Peaceful Rest.
- All Overweight stages are updated instantly upon gaining/losing enough weight, and so is the regeneration.
- System messages for all stages are customized and don't overlap.
Status Effects
- Basic Status Effect immunity and resistance caps have been changed to promote usage of pre-Renewal statuses.
To reach immunity you must have a total base value of 130 in the stat required to resist the intended status.
Monsters require 160 in a stat to reach immunity. - Damage Over Time status effects do not sap EXP from monsters, this also applies to Third Job statuses such as Burning or Leech End. Those statuses do not trigger rude attack skills.
- Coma triggered by equipment bonuses doesn't sap EXP either.
- Chill, Slow Casting, Paralyzing Needle and Masquerade: Laziness also increase the Cast Time of monsters.
- Basic Status Effects have minimum durations that are unaffected by resistances, those are:
- {Stun: 0.25 seconds.
- Petrification, Freeze and Sleep: 1 second.
- Curse, Silence, Blind, Confusion and Illusion: 2 seconds.
- Poison, Deadly Poison and Bleeding: 3 seconds.
- Burning is a part of "body statuses" that don't stack (all basic hard statuses such as Stun or Freeze).
To make its use smoother, it can't override the hard statuses, but those statuses do override Burning. - Chill also increases Fixed Cast Time.
- Crystallization now fails to apply entirely on targets with 0 SP or below 2% of Max HP instead of ticking once. Has a much bigger visual effect once applied.
- Bleeding ticks every second instead of every 10 and doesn't interrupt casting. Base duration is greatly reduced across the board, especially for area skills that inflict it.
The damage is based on Base Level plus 0.5% of Max HP, with monsters taking more damage than players, and players below level 100 taking less than those above. - Deadly Poison requires twice the normal resistances and cannot refresh itself to prevent abusive use of the 10%/15% HP zap from its initial application.
Its application is signaled by /panic emotion. - Healing status effects such as Renovatio, Warmer or Epiclesis stop ticking once HP is at 100%, unless Akaitsuki is active.
- Plant monsters take 1 damage per tick from any status effect that deals damage.
- Weapon Break, Armor Break, Shield Break and Helm Break are the debuffs inflicted on monsters by skills and effects that divest or break equipment, this system has been revamped:
- All such effects now work on Boss monsters, this includes bonuses from equipment.
- Duration on monsters is a base of 40s, halved on Bosses.
- Success chance for breaks (but not divests) is globally halved on Bosses.
- Weapon Break reduces ATK by 30%, cancels and prevent the use of effects that increase ASPD, such as Two-Hand Quicken or Adrenaline Rush.
- Armor Break reduces FLEE by 15% and increases the chance to receive a Critical Attack by 20% (on practice it's like adding +20 CRIT to the attacker).
- Shield Break reduces DEF by 30%, cancels and prevents the use of guarding effects, such as Auto Guard or Parrying.
- Helm Break reduces MDEF by 30% and increases Cast Time by 40%.
Guild Abilities
- Some abilities have new requirements, for example Guild Storage requires Kafra Contract.
- Battle Orders has two levels, doubling the bonus at level 2.
- Regeneration lasts for 3 minutes.
- Restoration has instant cast.
- All Guild Auras had their area boosted to 9x9 cells and have 6 levels, granting an additional bonus at level 6 besides their base stat bonus, those bonuses are:
Equipment Bonuses
- A large amount of equipment (especially older gear) had its bonuses improved or revamped to accomodate the changes above better.
- Those changes are extensive so make sure to check the item's stats ingame with the @id command and in this thread
Monsters
- No longer monsters respawn within player's view range, it happens a couple of cells outside.
- All NPC_ skills without clear animations and sounds, now have them.
- Most MVP monsters had their MDEF greatly reduced, this combined with the previous changes, means that spellcasters are able to become competent damage dealers in PvM.
- End-game MVP monsters can only receive a portion of their Max HP in damage per hit, ranging from 20% to 40%.
- All monsters had their ATK and MATK valued revised, they're now rebalanced to fit the intended level range plus difficulty, and to match the monster's archetype.
- Champion monsters use entirely different skillsets which fit their prefix.
- MATK variation between monster's minimum and maximum is of 20% (just like ATK) instead of 30% so the spikes aren't as big.
- General stats for some monsters were adjusted so they pose more challenge, this mostly applies to MvPs, Minibosses and some high-level mobs.
- MvPs and Minibosses provide more EXP and usually drop additional loot since they're no longer a pushover.
- Many monsters, especially bosses had their skillsets revised to pose more challenge and use skills in smarter ways.
- Most MVPs do not change their target when melee attacked as long as they aren't in chase mode, this means that melee damage dealers can contribute without gaining aggro.
- MVP monsters are trapped normally by Hunter's traps and the minimum duration of those is applied, they do not rude teleport or do anything strange. However, they will use Trample if they're trapped and being
actively damaged, which has a 15 second Cooldown. This means that using traps to snipe down MVPs is pretty tricky, but if you just want to gain distance or breathing room, there are no issues. - Immobilized melee monsters only use Teleportation from their idle skill set if there are valid targets around, and all other skills when alone.
They also use chase skills when there are valid targets around. - Non-damaging debuff skills count as an offensive action for monsters in chase mode just like ranged attacks would. With this, using debuffs like Lex Aeterna on MVPs that aren't being tanked, is more tricky.
- Monsters that use toggle abilities, don't cancel those upon recast, the duration is refreshed instead.
- Monsters that cast a skill on chase, do not unlock their target.
- Passive monsters react to non-damaging debuff skills, not just attacks.
- Passive monsters do not drop aggro when hit by an immobilization effect, they keep their target.
- NPC_POWERUP and NPC_AGIUP increase HIT and FLEE by 50% instead of 100%, it is possible to deal with those effects using dedicated HIT/FLEE gear and buffs/debuffs such as Humming, Quagmire or Crimson Marker.
- NPC_POWERUP increases ATK for normal hits by x2 and damage done with physical skills by 50%.
- NPC_AGIUP entries used only on attack, are also used on chase.
- All NPC breath skills inflict various status effects.
- Strip effects inflicted by monsters last for half their normal durations.
- Slave Monsters:
- Slaves of stationary monsters, keep their own Movement Speed instead of copying master's.
- Aren't affected by item bonuses and skill effects which leech HP/SP.
- Aren't affected by any item bonus which adds a chance of getting loot upon killing a monster.
PvP
- File:-icon.png Siege and Vellum equipment isn't available at all to ensure there are real gearing choices.
- WoE damage reductions are 50% for skills and 25% for normal attacks.
- GvG damage reductions are 40% for skills and 20% for normal attacks.
- WoE/GvG objects such as Barricades, Guardian Stones or Emperium block the cell they occupy. This means it isn't possible to get inside their sprites.
- The final proc enchants of Temporal Boots do not work in WoE or GvG.
- Detardeurus, Fallen Bishop Hibram, Golden Thief Bug, Tao Gunka, Samurai Specter, Thanatos, Atroce, Maya Purple and Deviling cards are disabled in WoE and GvG.
- Emergency Call Scroll is available and can be used from the skillbar, it follows the same mechanics and cooldown as normal skill.
- Butterfly Wing is usable inside of the WoE castles but only out of combat (10s of not taking or inflicting damage).